attribute vec4 ece_Vertex;
attribute vec2 ece_TexCoord;
uniform float offset;
varying vec2 vTexCoord; 
void main() {
	vec4 vertex = ece_Vertex;
	if(vertex.x < 0) {
		vertex.x = min(0.0, vertex.x + offset);
	} else if(vertex.x > 0) {
		vertex.x = max(0.0, vertex.x - offset);
	}
	vertex.x -= offset;
	gl_Position = ece_ModelViewProjectionMatrix * vertex;
	vTexCoord = ece_TexCoord;
}